MGS is always a stealth series, I'm not saying it changed genres, though I feel the controls did (to become a full-on shooter). Compared to say Splinter Cell, MGS changed a lot more over time. MGS2 probably required too many buttons to shoot from cover but to me the button inputs made sense and I never had a problem with them (and MGS2 was well before cover shooters were a thing). The CQC totally changed how I played MGS onward, I remember interrogating literally every enemy in MGS3 and slicing their throats (which I later paid for). The CQC and camo made MGS3 play totally different as it was now about hiding in plain sight vs just being out of line of sight. The CQC also works amazingly well in online play too. MGS4 has far better controls than MGS5, MGS4's online plays faster than probably any console shooter and the controls are spot-on (still the best TPS controls to date). There's so many little but important things you can't do in MGS5 that you can in MGS4 like leaning. Also, MGS5 has a stupid contextual cover system so you stick to cover when you don't want to and it gets you killed. MGS4 fit more actions without any contextual bullshit.Casual Shinji said:Those are all pretty much added features instead of integral changes. The biggest change in MGS2 was the first-person aiming, but even that was present for a couple of weapons in the first game. The CQC in MGS3 was hardly any different from the punching/grabbing of the first and second game and didn't add any definite improvment. It only made interaction with enemies more convoluted and messy. The camo also slowed the stealth gameplay down considerably, and again was only an extention of what had come before. The best change to MGS3 was having free movement over the camera, and that only got added in the Subsistence version. And MGS4 had the weapons market I guess along with other added features that didn't make the combat any more efficient compared to simply taking aim and shooting dudes in the head. There were also active battles going on during gameplay, but that only made the game easier.
With each sequel it felt like you had to press more buttons to perform basic actions, until MGS5 finally decided to actually play like an action game that doesn't feel like you're controlling a cardboard cut-out that required four buttons to be pressed down in order to aim a gun around a corner. Your movement finally had a freedom and physicality to it, making it the first MGS since MGS1 that played well. It didn't feel like you had to constrict yourself into the control scheme. It created a much greater incentive to experiment with your options, because you didn't have that sword of Damocles hanging over your head at the thought of incorrectly pressing a series of buttons and instantly triggering an alert. But yeah, the open-world sucked.
Here's an example [https://www.youtube.com/watch?v=gh9BhhTB3-w] of the cover system getting you killed. What I wanted to do was box slide out of there as nades are incoming but my character sticks to cover causing them to crouch, which results in me crouch walking in the box vs standing straight-up, boxing, then being able to box slide and possibly getting out of said sticky situation that I've done numerous times before [https://www.youtube.com/watch?v=Zp94mSajw10].